/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_TARGETEDMOVEMENTGENERATOR_H
#define ARKCORE_TARGETEDMOVEMENTGENERATOR_H

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "Traveller.h"
#include "FollowerReference.h"

class TargetedMovementGeneratorBase {
public:
	TargetedMovementGeneratorBase(Unit &target) {
		i_target.link(&target, this);
	}
	void stopFollowing() {
	}
protected:
	FollowerReference i_target;
};

template<class T>
class TargetedMovementGenerator: public MovementGeneratorMedium<T,
		TargetedMovementGenerator<T> > , public TargetedMovementGeneratorBase {
public:
	TargetedMovementGenerator(Unit &target, float offset = 0, float angle = 0);
	~TargetedMovementGenerator() {
	}

	void Initialize(T &);
	void Finalize(T &);
	void Reset(T &);
	bool Update(T &, const uint32 &);
	MovementGeneratorType GetMovementGeneratorType() {
		return TARGETED_MOTION_TYPE;
	}

	void MovementInform(T &);

	Unit* GetTarget() const;

	bool GetDestination(float &x, float &y, float &z) const {
		if (i_destinationHolder.HasArrived()
				|| !i_destinationHolder.HasDestination())
			return false;
		i_destinationHolder.GetDestination(x, y, z);
		return true;
	}

	void unitSpeedChanged() {
		i_recalculateTravel = true;
	}
private:

	bool _setTargetLocation(T &);

	float i_offset;
	float i_angle;
	DestinationHolder<Traveller<T> > i_destinationHolder;
	bool i_recalculateTravel;
	float i_targetX, i_targetY, i_targetZ;
};
#endif
